@EdoTokugawa84@Brammflakes@WARDOGS We do this already for personal variety, but this is not actually a solution that adds to the greater dynamic potential being discussed if 98 other player's don't all do the same, and that especially doesn't happen if there are multiple mid to large groups in a server.
@TheTopMostDog@Brammflakes@WARDOGS The beauty of games is that if you WANT to do that, you simply can. You're already limited from doing what you describe by the zone placement that changes every round. But you could run your own server or be part of a community and ask admins for something you want to play.
@End0rphinRush@Brammflakes Server admins have the ability to set zone ticks down to 18 seconds, the matches definitely go much faster when one team is dominating. Default is 24 or 25 I think, and 30 seconds max. Probably more control over that to come in the future.
@Mack_Lover1@Brammflakes@WARDOGS Basically if the portion of the game that is actually competitive wants to play competitively, this basically generates a feedback loop because they won’t want to play with non competitive teams, and each demographic self selects into different teams. Self fulfilling prophecy.
@Mack_Lover1@Brammflakes@WARDOGS There really isn’t an issue tbh. If you could break down the factors that fit into a certain archetype of millennium gamer, which this game also appeals to, you’d probably see a lot of them go blue for a couple of silly reasons. There’s nothing wrong with that.
@cheesy_quavers@Brammflakes@WARDOGS Yeah. Only thing I could maybe concede right now is mortar efficacy, but they exist to hard counter fobs and drills and preserve the moving hot zone gameplay dynamic. They’re good at keeping that honest.
I have yet to be impacted by mortar spam outside of FOB centric gameplay.
@Brammflakes@WARDOGS If you cave and touch up mortars based on feedback, don’t nerd the camera or damage or max placements. MAYBE touch the ammo used per round to make them less efficient and increase the radial dispersion accuracy over distance (MOA/MRAD) and/or increase recoil aim offset. Slightly.
@Brammflakes@WARDOGS Basically when we decide what we want to do at the beginning of a round, we kind of know where we’re headed based on spawns regardless of circle or team we’re playing.
Simply switching teams every round would do the same, but isn’t practical for 10+ dudes playing together.
@Brammflakes@WARDOGS Add randomized or rotating spawns between teams.
Not for fairness to one team or another, but because similar to the minor circle changes, you can get more mileage out of the current maps and circles in rotation to keep things feeling a little more novel and dynamic.
@Brammflakes@WARDOGS Asking the first 10-20 players that join ours “why did you join our server?” when there’s 6-10 of us that jump on after work to seed, and most of the responses have been “it was just at the top of the list.” The few others have been “the name is funny”
@Brammflakes@WARDOGS Add BF3 style matchmaking for community servers. UI filters for MM for things like official vs unofficial rulesets when they come, HC, Infantry, etc. I believe this will mitigate some of the server name spam gaming.
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@lookoutitsbbear I forgot to add that the further the distance between the trains, the faster they will appear to be moving apart as well (Hubble constant).
@lookoutitsbbear Remembering that we will never see light from an object further than 61bn light years away and that we are still expanding faster than the speed of light travels also helps put this into context.
OP is just close to the limit of what’s observable.
https://t.co/icGwue2ZKC